Esempio n. 1
0
        /// <summary>
        /// Update all game logic here. Firstly is updated options and then all menus (which includes even gameplay)
        /// </summary>
        /// <param name="gameTime">Duration of one frame.</param>
        /// <param name="isActive">Indicates whether the window with this game is focused.</param>
        public static void Update(GameTime gameTime, bool isActive)
        {
            GeneralOptions.Update(gameTime);
            InputOptions.Update(gameTime, isActive);

            MenuScreenManager.Update();
        }
Esempio n. 2
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        /// <summary>
        /// Load all the game content.
        /// </summary>
        /// <param name="game">Instance of game which calls this method.</param>
        /// <param name="platform">The platform program runs on.</param>
        public static void Load(Game game, Platform platform)
        {
            _game = game;

            GeneralOptions.Load(game, platform);

            TextureManager.LoadTextures();
            FontManager.LoadFonts();
            _textObject = new TextObject(new Camera(), FontManager.AntigoniMed50, "0", DisplayOptions.MiddleOfScreen * 0.8f);

            MenuScreenManager.LoadScreens();
            MenuScreenManager.AllScreensLoaded();
        }
Esempio n. 3
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        /// <summary>
        /// Draw all menus (including gameplay in a specific menu).
        /// </summary>
        /// <param name="spriteBatch">Element for drawing.</param>
        public static void Draw(SpriteBatch spriteBatch)
        {
            MenuScreenManager.Draw(spriteBatch);

#if DEBUG
            //_textObject.Content = DrawedObjectsCount.ToString();
            //_textObject.Draw(spriteBatch);
#endif

            #region MousePointer
            if (GeneralOptions.UseMouse)
            {
                MouseState  mouse            = Mouse.GetState();
                Vector2     mousePointerSize = new Vector2(20);
                MyTexture2D pointerTexture   = TextureManager.CircleR30;

                spriteBatch.Draw(pointerTexture.Texture, MyMath.PointToVector2(mouse.Position), null, Color.White, 0,
                                 pointerTexture.Middle, 1f * mousePointerSize / pointerTexture.Size, SpriteEffects.None, 0);
                spriteBatch.Draw(pointerTexture.Texture, MyMath.PointToVector2(mouse.Position), null, Color.Black, 0,
                                 pointerTexture.Middle, 0.5f * mousePointerSize / pointerTexture.Size, SpriteEffects.None, 0);
            }
            #endregion
        }
Esempio n. 4
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        /// <summary>
        /// Changes resolution of all elements in the game - just calls ResolutionChanged method of all elements in the game.
        /// </summary>
        /// <param name="newResolution">Value of resolution after change.</param>
        public static void ResolutionChanged(Vector2 newResolution)
        {
            DisplayOptions.ActualiseResolution(newResolution);

            MenuScreenManager.ResolutionChanged();
        }